4,707 research outputs found

    Skill-based human-robot cooperation in tele-operated path tracking

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    This work proposes a shared-control tele-operation framework that adapts its cooperative properties to the estimated skill level of the operator. It is hypothesized that different aspects of an operatorâ\u80\u99s performance in executing a tele-operated path tracking task can be assessed through conventional machine learning methods using motion-based and task-related features. To identify performance measures that capture motor skills linked to the studied task, an experiment is conducted where users new to tele-operation, practice towards motor skill proficiency in 7 training sessions. A set of classifiers are then learned from the acquired data and selected features, which can generate a skill profile that comprises estimations of userâ\u80\u99s various competences. Skill profiles are exploited to modify the behavior of the assistive robotic system accordingly with the objective of enhancing user experience by preventing unnecessary restriction for skilled users. A second experiment is implemented in which novice and expert users execute the path tracking on different pathways while being assisted by the robot according to their estimated skill profiles. Results validate the skill estimation method and hint at feasibility of shared-control customization in tele-operated path tracking

    An analytical surver on customization at modular systems in the context of industrial design

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 96-99)Text in English; Abstract: Turkish and Englishxi, 99 leavesEnterprises in all branches of industry are being required to become more user focused, yet, at the same time, increasing competitive pressure dictates that costs must also continue to decrease. Mass customization and modularity are strategies developed to address this challenge by producing goods and services meeting individual customer's needs with near mass production efficiency. However, while mass customization and modular systems have already been discussed in the literature, reports on practical implementation of the principles of mass customization in businesses can be found only within the last years. It is a challenge of manufacturing to produce variety of products with limited resources. As corporations strive to rationalize their manufacturing facilities and to produce a large variety of products at lower cost, modularity is becoming a focus of attention. Modular products and reconfigurable processes are crucial to agile manufacturing and provide a way to produce a variety of products that satisfy various customer requirements in time. This modular approach promises the benefits of high volume production (that arises from producing standard modules) and at the same time, the ability to produce a wide variety of products that are customized for individual customers. Such modular product design has been stated as being a goal of good design. Mass Customization target is the transformation of knowledge into "new" products or services, thus customizing and adapting first knowledge then the product itself. Customizing knowledge happens through instantiation and adaptation of design prototypes of the products or the component to fit the individual needs of the customer. This thesis. emphasis is placed on mass customization and modularity which can be seen as key strategies for making firms more customer centric. Furthermore, provide an introduction into principles, concepts, and demarcations, for mass customization and modularity. As the case study Aye Birsel.s resolve model for Herman Miller is a very good example for the relationship between mass customization and modularity

    Accessibility in PC Action/Adventure Games

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    Segons la Convenció sobre els Drets de les Persones amb Discapacitat, les Tecnologies de la Informació i la Comunicació han de ser accessibles. Per això, l'objectiu de l'estudi és avaluar el grau d'accessibilitat de 50 jocs d'acció/aventura per a PC publicats en els últims 10 anys (2010-2022). Per aconseguir-ho, es va crear una llista de comprovació d'opcions d'accessibilitat en conformitat a les normes, lleis i recomanacions, com les directrius per a videojocs i l'estàndard EN 301 549. El jocs es van seleccionar segons la disponibilitat, franquícies amb diversos títols i popularitat. Cada títol es va avaluar per comprovar si es complien les directrius. Es va calcular un percentatge a partir de la divisió del nombre de directrius d'accessibilitat presents entre les directrius possibles i aplicables. Els resultats revelen que el 44% dels jocs segueixen directrius d'accessibilitat, el 81% inclou directrius per a persones amb discapacitats cognitives, el 44% per a motores i de la parla, el 38% per a les auditives i el 25% per a les visuals. Els jocs examinats no són totalment accessibles, però la majoria compleix amb les directrius cognitives i els nivells bàsics d'accessibilitat. Futures vies d'investigació inclouen avaluacions d'accessibilitat multiplataforma de diferents gèneres i estudis.Según la Convención Internacional sobre los Derechos de las Personas con Discapacidad, las tecnologías de la información y las comunicaciones deben ser accesibles. Por ello, el objetivo del estudio fue descubrir el grado de accesibilidad de cincuenta juegos de acción/aventura para PC publicados en los últimos doce años (2010-2022). Para lograrlo, se creó una lista de comprobación de opciones y características conforme a las directrices para videojuegos, leyes y normas vigentes, como EN 301 549 en Europa. Los juegos se seleccionaron según la disponibilidad, franquicias con varios títulos y grado de popularidad. Cada título se evaluó para comprobar si se cumplían las directrices vigentes. Se obtuvo un porcentaje de accesibilidad al dividir el número de directrices disponibles entre las posibles y aplicables a cada título. Los resultados revelan que el 44% de los juegos siguen directrices, el 81% incluyen pautas para personas con discapacidades cognitivas, el 44% para las motoras y del habla, el 38% para las auditivas y el 25% para las visuales. Los juegos examinados no son totalmente accesibles, pero la mayoría cumple con directrices de accesibilidad cognitivas y niveles básicos de accesibilidad. Futuras vías de investigación incluyen evaluaciones de accesibilidad multiplataforma de diferentes géneros y estudios.According to the Convention on the Rights of People with Disabilities, Information and Communications Technologies (ICT) must be accessible. For this reason, the objective of this study was to discover the accessibility level of fifty PC action/adventure games released in the last twelve years (2010-2022). To this aim, a checklist of options and features following current guidelines (Game Accessibility Guidelines (GAG) and Xbox Guidelines), laws (Twenty-First Century Communications and Video Accessibility Act of 2010 from the United States), and standards (European EN 301 549) was created. The games were selected based on availability, iterations, and popularity. They were reviewed and played to verify if the accessibility features were available. An accessibility percentage was obtained by dividing the number of present GAG by the number of possible GAG applicable to each title. The results revealed that 44% of the titles follow guidelines, 81% include guidelines for people with cognitive disabilities, 44% for motor and speech disabilities, 38% for auditory, and 25% for visual. The examined games are not entirely accessible, but most comply with guidelines addressing the needs of people with cognitive disabilities and basic accessibility levels. Further research lines include multiplatform accessibility assessments from different genres, publishers, and studios

    The Impact of variable data print on usability in design

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    In a world where people see, process and remember information differently, the question arises: Is technology being used in a manner that acknowledges and addresses user differences to the fullest extent? Currently, new print technologies like Variable Data Printing (VDP) are only being used to create customized direct mailing pieces and personalized products for the purpose of marketing, sales and promotion. However, VDP introduces the ability to change data and design elements in printed documents on an individual basis, making it possible to address differences in visual and cognitive abilities, language and culture, and situational considerations. Applying this concept of customization to educational or informational documents would allow a small amount of input from a user to influence unique output (different sequences or layouts, typographic decisions and appropriate content choices) that are more relevant, usable and engaging. While using VDP as a means to explore and achieve this customization, the focus of this thesis study is not the technology, but the development of a graphic design strategy that also accommodates this customization goal to make information more accessible and usable on an individual basis

    Southeastern Law Librarian Fall 2019

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    A Thesis Towards Development of an Occupational Therapy Game System for Stroke Patients

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    Persons who have suffered from stroke participate in occupational therapy to help recover occupational functionality, but therapy is expensive and maximal recovery often depends on repetitive, tedious exercises to be done by patients both in therapy sessions and on their own. Often patients do not have the resources or motivation to complete the treatment required to give them the best results. This thesis is presented as part of a larger project in which we aim to enable occupational therapists to use the Looking Glass programming environment to create computer games for their patients that can be played inexpensively and effectively, both inside and outside of therapy sessions. Looking Glass will allow for occupational therapists with little or no programming background to write customized games for their patients. Through using Wii remotes and webcams to track movement and translate it to a computer game, this solution has the potential to provide a more engaging and interesting way for patients to correctly do repetitive movements without needing constant therapist supervision or expensive and complicated equipment. It also can provide highly customizable and adjustable game settings to accommodate for the wide range of impairments that can result from stroke. This thesis presents a study of the needs of occupational therapists and stroke patients who compose the user base of the project and implications for the design, the development of a webcam color tracking system to be used for movement tracking in games, and an application to be used by therapists to assign specific, patient-tailored calibrations and game levels as part of treatments and to track and organize improvement statistics. These are all key components required for the successful development of the overall project

    Democratizing algorithmic news recommenders: how to materialize voice in a technologically saturated media ecosystem

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    The deployment of various forms of AI, most notably of machine learning algorithms, radically transforms many domains of social life. In this paper we focus on the news industry, where different algorithms are used to customize news offerings to increasingly specific audience preferences. While this personalization of news enables media organizations to be more receptive to their audience, it can be questioned whether current deployments of algorithmic news recommenders (ANR) live up to their emancipatory promise. Like in various other domains, people have little knowledge of what personal data is used and how such algorithmic curation comes about, let alone that they have any concrete ways to influence these data-driven processes. Instead of going down the intricate avenue of trying to make ANR more transparent, we explore in this article ways to give people more influence over the information news recommendation algorithms provide by thinking about and enabling possibilities to express voice. After differentiating four ideal typical modalities of expressing voice (alternation, awareness, adjustment and obfuscation) which are illustrated with currently existing empirical examples, we present and argue for algorithmic recommender personae as a way for people to take more control over the algorithms that curate people's news provision
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